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WO2022015592A1 - Ensemble figurine de jeu présentant divers mouvements d'attaque et configurations de mort - Google Patents

Ensemble figurine de jeu présentant divers mouvements d'attaque et configurations de mort Download PDF

Info

Publication number
WO2022015592A1
WO2022015592A1 PCT/US2021/041112 US2021041112W WO2022015592A1 WO 2022015592 A1 WO2022015592 A1 WO 2022015592A1 US 2021041112 W US2021041112 W US 2021041112W WO 2022015592 A1 WO2022015592 A1 WO 2022015592A1
Authority
WO
WIPO (PCT)
Prior art keywords
action
body portion
assembly
controller
attack
Prior art date
Application number
PCT/US2021/041112
Other languages
English (en)
Inventor
Johan Vreugdenhil
Russell G. Rasmussen
Richard Corlett
Original Assignee
Shoot The Moon Products, Ii, Llc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Shoot The Moon Products, Ii, Llc filed Critical Shoot The Moon Products, Ii, Llc
Priority to EP21759187.4A priority Critical patent/EP4182046A1/fr
Priority to AU2021307380A priority patent/AU2021307380B2/en
Priority to CA3185902A priority patent/CA3185902A1/fr
Priority to CN202180062378.2A priority patent/CN116157187A/zh
Publication of WO2022015592A1 publication Critical patent/WO2022015592A1/fr

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H13/00Toy figures with self-moving parts, with or without movement of the toy as a whole
    • A63H13/02Toy figures with self-moving parts, with or without movement of the toy as a whole imitating natural actions, e.g. catching a mouse by a cat, the kicking of an animal
    • A63H13/04Mechanical figures imitating the movement of players or workers
    • A63H13/06Mechanical figures imitating the movement of players or workers imitating boxing or fighting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H3/00Dolls
    • A63H3/16Dolls made of parts that can be put together
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H3/00Dolls
    • A63H3/36Details; Accessories
    • A63H3/50Frames, stands, or wheels for dolls or toy animals
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H3/00Dolls
    • A63H3/006Dolls provided with electrical lighting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H3/00Dolls
    • A63H3/28Arrangements of sound-producing means in dolls; Means in dolls for producing sounds
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63HTOYS, e.g. TOPS, DOLLS, HOOPS OR BUILDING BLOCKS
    • A63H31/00Gearing for toys

Definitions

  • An action figure gaming assembly includes a controller and an action figure.
  • the controller includes an actuator and a rotating surface.
  • the actuator and rotating surface are on opposite ends of the controller.
  • the action figure is attached to and rotates on a rotating surface when the actuator is activated.
  • the action figure performs one of several attack maneuvers and one of several death configurations.
  • the rotation of the action figure causes body parts and weapons to strike.
  • the strike is generated by a centrifugal force generated by rotation of the action figure, by a mechanism within the action figure, or by interacting with a device attachable to the controller.
  • the action figure performs a fighting maneuver selected from the group consisting of: a weapon strike, a punch strike, a kicking strike, a lean and slap strike, a telescoping fist strike, and other strikes that involve a body part of the action figure.
  • fighting maneuvers can use the rotating figure to perform attacks that swivel appendages.
  • the action figure performs a death maneuver selected from the group consisting of: a torso split death, a disintegration death, a scissor split death, and a forward or backward collapse death.
  • the action figure includes a first body portion, a second body portion, an attack portion, and a trigger portion.
  • the action figure has an idle mode, an attack mode, and a death mode.
  • the action figure transitions from the idle mode to the attack mode when the actuator of the controller is activated.
  • the action figure transitions from the attack mode to the idle mode when the actuator of the controller is deactivated.
  • the actuator of the controller is a button actuator.
  • the actuator of the controller is a joystick actuator.
  • the action figure gaming assembly duels against other action figure gaming assemblies. Activation of the actuator causes the action figure to rotate with the rotation surface of the controller.
  • the controller includes a spring mechanism that causes the action figure to rotate back to the idle mode after the actuator is released or deactivated.
  • an action figure is killed when an opponent strikes the trigger portion of the action figure.
  • Activation of the trigger portion by an opponent causes the action figure to die in accordance with the death configuration.
  • part of a first body portion separates from part of a second body portion.
  • an item that was at least partially hidden within the action figure is released. After the action figure transitions to the death mode, at least part of the action figure remains attached to the controller.
  • the trigger portion includes a head of the action figure that is connected to a latch.
  • the latch maintains the first body portion and second body portion attached. When an opponent strikes the head, the latch is released causing the first body portion to separate from the second body portion.
  • Figure 2 is a diagram showing the action figure assembly 10 in the idle mode.
  • Figure 3 is a diagram showing a perspective view of the action figure assembly 10 in the attack mode.
  • Figure 4 is a diagram showing a perspective view of the action figure assembly 30 in the death mode.
  • Figure 5 is a diagram of a front perspective view showing an embodiment of an action figure 40 transitioning from an idle mode to an attack mode.
  • Figure 6 is a diagram of a top perspective view showing the action figure 40 transitioning from the idle mode to the attack mode.
  • Figure 7 is a diagram of an expanded, rear perspective view of the striking arm 43 and weapon 46.
  • Figure 8 is a diagram of an expanded, front perspective view of the striking arm 43 and the weapon 46 of the action figure 40.
  • Figure 9 is a diagram of a front perspective view showing the action figure 40 transitioning from the idle mode to the attack mode without a weapon.
  • Figure 10 is a diagram of a rear perspective view of the action figure 40 showing operation of the blocking arm 44.
  • Figure 11 is a diagram of a perspective view of the action figure 40 using the blocking arm 44.
  • Figure 12 is a diagram of a front perspective view showing an embodiment of an action figure 50 that performs a punching attack maneuver.
  • Figure 13 is a diagram of another perspective view showing the action figure 50.
  • Figure 14 is a diagram of another perspective view showing the action figure 50.
  • Figure 15 is a diagram of another perspective view showing the action figure 50.
  • Figure 16 is a diagram of a front perspective view showing an embodiment of an action figure 60 that performs a kicking attack maneuver.
  • Figure 17 is a diagram of another perspective view showing the action figure 60 in the attack mode.
  • Figure 18 is a diagram of a perspective view showing an embodiment of an action figure 70 that performs a lean and slap attack maneuver.
  • Figure 19 is a diagram of rear, perspective view showing the action figure 70 in the idle mode.
  • Figure 20 is a diagram of a front perspective view showing the action figure 70 in the attack mode.
  • Figure 21 is a diagram of rear perspective view showing the action figure 70 in the attack mode.
  • Figure 22 is a diagram of a front perspective view showing an embodiment of an action figure 80 that performs a telescoping fist attack maneuver.
  • Figure 23 is a diagram of another perspective view showing the action figure 80 in the attack mode.
  • Figure 24 is a diagram of a front perspective view showing an embodiment of an action figure 90 with a torso split death mode.
  • Figure 25 is a diagram of a front perspective view showing the action figure 90 in the torso split death mode.
  • Figure 26 is a diagram of a front perspective view showing an embodiment of an action figure 100 with a disintegration death mode.
  • Figure 27 is a diagram of a front perspective view showing the action figure 100 in the disintegration death mode.
  • Figure 28 is a diagram of a front perspective view showing an embodiment of an action figure 110 with a scissor split death mode.
  • Figure 29 is a diagram of a front perspective view showing the action figure 110 in the scissor split death mode.
  • Figure 30 is a diagram of a front perspective view showing an embodiment of an action figure 120 with a collapse backward death mode.
  • Figure 31 is a diagram of a front perspective view showing the action figure 120 in the collapse backward death mode.
  • Figure 32 is a diagram of a front perspective view showing an embodiment of an action figure 130 with a collapse forward death mode.
  • Figure 33 is a diagram of a front perspective view showing the action figure 130 in the collapse forward death mode.
  • Figure 34 is a diagram of a perspective view of one embodiment of a controller 140 without an action figure attached.
  • Figure 35 is a diagram of an exploded view of the controller 140 controlled via the button actuator 141.
  • Figure 36 is a diagram of a front view of the controller 140 controlled via the button actuator 141.
  • Figure 37 is a diagram of a side view of the controller 140 along the cross- section A-A.
  • Figure 38 is a diagram of a top view of the controller 140 showing dimensions of one embodiment.
  • Figure 39 is a diagram of a front view of the controller 140 showing dimensions of one embodiment.
  • Figure 40 is a diagram of a left-side view of the controller 140 showing dimensions of one embodiment.
  • Figure 41 is a diagram of a right-side view of the controller 140 showing dimensions of one embodiment.
  • Figure 42 is a diagram of a perspective view of another embodiment of a controller 160 without an action figure attached.
  • Figure 43 is a diagram of an exploded view of the controller 160 controlled via the joystick actuator 161.
  • Figure 44 is a diagram of a front view of the controller 160 controlled via the joystick actuator 161.
  • Figure 45 is a diagram of a side view of the controller 160 along the cross- section A-A.
  • Figure 46 is a diagram of a top view of the controller 160 showing dimensions of one embodiment.
  • Figure 47 is a diagram of a front view of the controller 160 showing dimensions of one embodiment.
  • Figure 48 is a diagram of a left-side view of the controller 160 showing dimensions of one embodiment.
  • Figure 49 is a diagram of a right-side view of the controller 160 showing dimensions of one embodiment.
  • Figure 50 is a diagram of another embodiment of a controller 180.
  • Figure 51 is a diagram of another embodiment of an action figure assembly 190.
  • Figure 52 is a diagram of the action figure assembly 190 striking through a projectile 195.
  • Figure 53 is a diagram of the action figure assembly 190 configuring a new projectile 195.
  • Figure 54 is a diagram of another embodiment of an action figure assembly 200.
  • Figure 55 is a diagram of the action figure assembly 200 performing a striking maneuver.
  • Figure 56 is a diagram of another embodiment of an action figure assembly 210.
  • Figure 57 is a diagram of another view of the action figure assembly 210.
  • Figure 58 is a diagram of another embodiment of an action figure assembly 220.
  • Figure 59 is a diagram of the action figure assembly 220 performing a striking maneuver.
  • Figure 60 is a diagram of another embodiment of an action figure 230 that includes electrical components.
  • Figure 61 is a flowchart of a method 300.
  • Figure 62 is a flowchart of a method 400.
  • Figure 1 is a diagram of an action figure assembly 10.
  • the action figure assembly 10 comprises a controller 11 and an action figure 12.
  • the controller 11 comprises an enclosure 13, an actuator 14, and a rotating surface 15.
  • the action figure 12 comprises a first body portion 16, a second body portion 17, an attack portion 18, a blocking portion 19, and a trigger portion 20.
  • the action figure 12 is attached to the rotating surface 15 of the controller 11.
  • the actuator 14 controls rotation of the rotating surface 15.
  • the actuator 14 may be a button, joystick, or other user input that activates rotation of the rotating surface 15.
  • the controller includes no electronic components.
  • the controller includes only mechanical components and does not include any batteries, motors, sensors, or processors.
  • a user 21 controls operation of the action figure 12 using the actuator 14 of the controller 11.
  • the action figure 12 is operable to perform an attack maneuver.
  • the action figure 12 transitions from an idle mode to an attack mode by rotating along an attack rotation path 22.
  • the action figure 12 transitions from the attack mode back to the idle mode by rotating along a return rotation path 23.
  • the action figure 12 is attached to and rotates with the rotating surface 15.
  • the rotating surface 15 may also be referred to as a stage or a platform. Activation of the actuator 14 causes the rotating surface 15 to rotate clockwise or counter-clockwise.
  • the rotating surface 15 rotates counter-clockwise upon activation of the actuator 14.
  • the action figure 12 rotates causing the action figure 12 to transition from the idle mode to the attack mode.
  • De-activation of the actuator 14 causes the rotating surface 15 to rotate from the attack mode back to the idle mode.
  • the attack mode the action figure 12 performs an attack maneuver that mimics an action figure attack.
  • the attack maneuver is dependent upon the action figure 12.
  • Different action figures have different attack portions each of which is capable of performing a different attack maneuver.
  • the attack portion comprises an element taken from the group consisting of: an arm holding a weapon operable to perform a weapon striking maneuver, an arm operable to perform a punching maneuver, a leg operable to perform a kicking maneuver, a torso operable to perform a lean and slap striking maneuver, and a telescoping fist operable to perform a telescoping arm striking maneuver.
  • the attack portion 18 is an arm that performs a punching attack maneuver when the actuator 14 is activated.
  • the action figure 12 is removable from the controller 11 and interchangeable with another action figure that attaches to the rotating surface 15. This allows the user 21 to select their action figure of choice and attack maneuver for a match.
  • Figure 2 is a diagram showing the action figure assembly 10 in the idle mode.
  • the first action figure assembly 10 is shown in a duel against a second action figure assembly 30.
  • the second action figure assembly 30 is operated by a second user 31.
  • the second user 31 controls operation of an action figure 32 using actuator 33 of controller 34.
  • actuators 14 and 33 are button actuators. Neither actuator 14 or 33 is pressed and both action figures 14 and 33 are in the idle mode.
  • Figure 3 is a diagram showing a perspective view of the action figure assembly 10 in the attack mode.
  • the first user 21 presses down on button actuator 14 causing the first action figure 12 to rotate along the attack rotation path 22.
  • FIG. 4 is a diagram showing a perspective view of the action figure assembly 30 in the death mode. After the attacking arm 18 of action figure 12 strikes the head 35 of the action figure 32, the action figure 32 enters the death mode.
  • the death mode involves an upper body of the action figure 32 splitting at the torso.
  • entering the death mode causes an item to be revealed.
  • an item 38 is at least partially disposed within the action figure 32.
  • first body portion 36 separates from the second body portion 37 in the death mode, the item 38 is dislodged and falls out from within the body of the action figure 32.
  • the first user 21 takes the item 38 as a prize of victory over winning the gaming match against the second user 31.
  • Figure 5 is a diagram of a front perspective view showing an embodiment of an action figure 40 transitioning from an idle mode to an attack mode.
  • the action figure 40 is part of an action figure assembly as shown in Figure 1.
  • Action figure 40 has a first body portion 41, a second body portion 42, an attack portion 43, a blocking portion 44, and a trigger portion 45.
  • the attack portion 43 is a striking arm
  • the blocking portion 44 is a blocking arm
  • the trigger portion 45 includes a head that is connected to a latch that maintains the body portions 41 and 42 together.
  • the striking arm 43 holds a weapon 46.
  • the weapon 46 is a sword.
  • the sword 46 is interchangeable with other weapons provided by a provider of the action figure 40.
  • the action figure 40 shown on the left of Figure 5 is in the idle mode prior to striking. [0084]
  • the action figure 40 shown on the right of Figure 5 is fully rotated on the controller and is shown at the end rotation that is the end position of the attack mode. During rotation of action figure 40 the left arm is pushed bank against a hard stop and the weapon 46 is moved forward in hand slot 49 due to centrifugal force and gravity.
  • FIG. 47 identifies the rotation of the striking arm 43.
  • Reference numeral 47A identifies the forward motion of weapon 46 in hand slot 49 of arm 43.
  • the rotating motion of the action figure, arm rotation and weapon movement are the attack mode. Positions of arms and weapons can be controlled by changing speed, acceleration and timing of controller activation.
  • Figure 6 is a diagram of a top perspective view showing the action figure 40 transitioning from the idle mode to the attack mode.
  • the left-most drawing shows the action figure 40 in the idle mode prior to initiating a striking maneuver in the action mode.
  • the middle drawing shows the action figure 40 midway through the striking maneuver in the action mode.
  • the right-most drawing shows the action figure 40 at a full extent of the striking maneuver in the action mode.
  • Figure 7 is a diagram of an expanded, rear perspective view of the striking arm 43, a weapon 46, and a hand slot 48.
  • the weapon 46 is attachable to and removable from the striking arm 43. Weapons may be swapped in and out of the striking arm 43 based on user preference. In this example, the sword 46 is inserted into the hand slot 48. In other embodiments, other attachment techniques are employed to attach weapons to the attacking arm.
  • Figure 8 is a diagram of an expanded, front perspective view of the striking arm 43, the weapon 46, and the hand slot 49 of the action figure 40.
  • Figure 9 is a diagram of a front perspective view showing the action figure 40 transitioning from the idle mode to the end position of attack mode without a weapon.
  • Figure 10 is a diagram of a rear perspective view of the action figure 40 showing operation of the blocking arm 44.
  • the centrifugal force generated by rotation of rotating surface 15 causes the blocking arm 44 to rotate downwards in one direction and upward in the other direction.
  • Reference numeral 49 identifies the downward rotation of the blocking arm 44.
  • Figure 11 is a diagram of a perspective view of the action figure 40 using the blocking arm 44.
  • the blocking arm 44 blocks an opponent's weapon from striking the trigger portion 45.
  • One strategy for achieving a kill is for the striking action figure to strike when the opponent is rotating backwards because the blocking portion is out of the way and the trigger portion is left unprotected.
  • Figure 12 is a diagram of a front perspective view showing an embodiment of an action figure 50 that performs a punching attack maneuver.
  • the action figure 50 performs a punching attack maneuver when transitioning from an idle mode to an attack mode.
  • Action figure 50 has a first body portion 51, a second body portion 52, an attack portion 53, and a trigger portion 54.
  • the attack portion 53 is a punching arm
  • the trigger portion 54 includes a head that is connected to a latch that maintains the body portions 51 and 52 together.
  • the body portions 51 and 52 separate along a mid-portion of the action figure 50 when trigger 54 is activated and the character 50 transitions to the death mode.
  • Reference numeral 55 identifies this midportion along which the body portions 51 and 52 separate.
  • Figure 13 is a diagram of another perspective view showing the action figure 50.
  • Figure 14 is a diagram of another perspective view showing the action figure 50.
  • Figure 15 is a diagram of another perspective view showing the action figure 50.
  • Figure 16 is a diagram of a front perspective view showing an embodiment of an action figure 60 that performs a kicking attack maneuver. The action figure 60 performs a kicking attack maneuver when transitioning from an idle mode to an attack mode.
  • Action figure 60 has a first body portion 61, a second body portion 62, an attack portion 63, and a trigger portion 64.
  • the attack portion 63 is a kicking leg
  • the trigger portion 64 includes a head that is connected to a latch that maintains the body portions 61 and 62 together.
  • the body portions 61 and 62 separate along a mid-portion of the action figure 60 when trigger 64 is activated and the character 50 transitions to the death mode.
  • Reference numeral 65 identifies this midportion along which the body portions 61 and 62 separate.
  • Figure 17 is a diagram of another perspective view showing the action figure 60 in the attack mode. A centrifugal force generated by rotation of the action figure driven by controller rotating surface 15 causes the leg 63 to swing upwards and strike an opponent.
  • Figure 18 is a diagram of a perspective view showing an embodiment of an action figure 70 that performs a lean and slap attack maneuver.
  • the action figure 70 performs a lean and slap attack maneuver when transitioning from an idle mode to an attack mode.
  • Action figure 70 has a first body portion 71, a second body portion 72, an attack portion 73, and a trigger portion 74.
  • the attack portion 73 is a slapping arm
  • the trigger portion 74 includes a head that is connected to a latch that maintains the body portions 71 and 72 together.
  • the body portions 71 and 72 separate along a mid-portion of the action figure 70 when trigger 74 is activated and the character 70 transitions to the death mode.
  • Figure 19 is a diagram of rear, perspective view showing the action figure 70 in the idle mode.
  • Figure 20 is a diagram of a front perspective view showing the action figure 70 in the attack mode.
  • Figure 21 is a diagram of rear perspective view showing the action figure 70 in the attack mode.
  • Figure 22 is a diagram of a front perspective view showing an embodiment of an action figure 80 that performs a telescoping fist attack maneuver. The action figure 80 performs a telescoping fist attack maneuver when transitioning from an idle mode to an attack mode.
  • Action figure 80 has a first body portion 81, a second body portion 82, an attack portion 83, and a trigger portion 84.
  • the attack portion 83 is a telescoping fist
  • the trigger portion 84 includes a head that is connected to a latch that maintains the body portions 81 and 82 together.
  • Figure 23 is a diagram of another perspective view showing the action figure 80 in the attack mode. A centrifugal force generated by rotation of the rotating surface 15 causes the telescoping fist 83 to extend outwards and strike an opponent.
  • Figure 24 is a diagram of a front perspective view showing an embodiment of an action figure 90 with a torso split death mode.
  • Action figure 90 has a first body portion 91, a second body portion 92, and a trigger portion 93.
  • the action figure 90 is struck at the trigger portion 93, the first body portion 91 and the second body portion 92 separate along a midsection 94 that is perpendicular to the torso.
  • Reference numeral 94 identifies the midsection along which the body portions 91 and 92 separate when trigger portion 93 is activated.
  • Figure 25 is a diagram of a front perspective view showing the action figure 90 in the torso split death mode. In the torso split death mode, the first body portion 91 travels away and separates from the second body portion 92.
  • the first body portion 91 and second body portion 92 are released and each rotates about a pin that extends through a torso of the action figure 90.
  • the first body portion 91 rotates about pin 95 and the second body portion 92 rotates about pin 96.
  • the first body portion 91 and the second body portion 92 remain attached to the action figure 90.
  • an item is optionally revealed upon entering the torso split death mode.
  • body portions 91 and 92 of the action figure 90 Prior to action figure 90 splitting apart in the death mode, body portions 91 and 92 of the action figure 90 are held together through latch 97.
  • the latch 97 clamps and retains tab 98.
  • the tab 98 is connected to the second body portion 92.
  • FIG. 26 is a diagram of a front perspective view showing an embodiment of an action figure 100 with a disintegration death mode.
  • Action figure 100 has a first body portion 101, a second body portion 102, and a trigger portion 103.
  • Figure 27 is a diagram of a front perspective view showing the action figure 100 in the disintegration death mode.
  • the first body portion 101 travels away and separates from the second body portion 102.
  • each of the first body portion 101, the second body portion 102, and the trigger portion 103 completely separate from the action figure 100.
  • Figure 28 is a diagram of a front perspective view showing an embodiment of an action figure 110 with a scissor split death mode.
  • Action figure 110 has a first body portion 111, a second body portion 112, and a trigger portion 113. When the action figure 110 is struck at the trigger portion 113, the first body portion 111 and the second body portion 112 separate along a midsection 114 that is perpendicular to the torso.
  • FIG. 29 is a diagram of a front perspective view showing the action figure 110 in the scissor split death mode.
  • the first body portion 111 travels away and separates from the second body portion 112.
  • the first body portion 111 and second body portion 112 are released and rotate about a pin 115 that extends through a torso of the action figure 110.
  • the first body portion 111 and the second body portion 112 remain attached to the action figure 110 and the rotation surface of action figure base 24 separates.
  • FIG. 30 is a diagram of a front perspective view showing an embodiment of an action figure 120 with a collapse backward death mode.
  • Action figure 120 has a first body portion 121, a second body portion 122, and a trigger portion 123.
  • the action figure 120 is struck at the trigger portion 123, the first body portion 121 and the second body portion 122 separate along a midsection 124 that is parallel to the torso.
  • Reference numeral 124 identifies the midsection along which the body portions 121 and 122 separate when trigger portion 123 is activated.
  • Figure 31 is a diagram of a front perspective view showing the action figure 120 in the collapse backward death mode.
  • the first body portion 121 travels away and separates from the second body portion 122.
  • the first body portion 121 and second body portion 122 are released and the first body portion 121 collapses backwards.
  • the first body portion 121 rotates about a pin 125 (shown in Figure 30) that extends through a torso of the action figure 120.
  • the first body portion 121 and the second body portion 122 remain attached to the action figure 120.
  • an item is optionally revealed upon entering the collapse backward death mode.
  • Figure 32 is a diagram of a front perspective view showing an embodiment of an action figure 130 with a collapse forward death mode.
  • Action figure 130 has a first body portion 131, a second body portion 132, and a trigger portion 133.
  • the first body portion 131 and the second body portion 132 separate along a midsection 134 that is parallel to the torso.
  • Reference numeral 134 identifies the midsection along which the body portions 131 and 132 separate when trigger portion 133 is activated.
  • Figure 33 is a diagram of a front perspective view showing the action figure 130 in the collapse forward death mode. In the collapse forward death mode, the first body portion 131 travels away and separates from the second body portion 132.
  • FIG. 34 is a diagram of a perspective view of one embodiment of a controller 140 without an action figure attached.
  • Controller 140 includes an actuator 141 and a rotating surface 142.
  • An action figure base attaches to the rotating surface 142.
  • Control of the actuator 141 causes an action figure attached to the rotating surface 142 to rotate along with the rotating surface 142 and to transition from the idle mode to the attack mode.
  • the actuator 141 is a button actuator.
  • button actuator 141 When button actuator 141 is pressed, the rotating surface 142 rotates into the attack mode, and when button actuator 141 is released, the rotating surface 142 rotates back to the idle mode.
  • the rotating surface 142 rotates counter-clockwise upon press of the button actuator 141 and rotates clockwise upon release of the button actuator 141.
  • the rotating surface 142 rotates clockwise upon press of the button actuator 141 and rotates counter-clockwise upon release of the button actuator 141.
  • FIG 35 is a diagram of an exploded view of the controller 140 controlled via the button actuator 141.
  • Controller 140 comprises the button actuator 141, the rotating surface 142, an enclosure 143, a rack button 144, a transfer gear 145, stage gears 146, extension spring 147, slide 148, slide guide pins 149, body chassis 150, stage axle 151, button guide pins 152, transfer gear axle 153, button gear to button screws 154, and body screws 155.
  • Figure 36 is a diagram of a front view of the controller 140 controlled via the button actuator 141. A cross-section A-A is identified in Figure 36.
  • Figure 37 is a diagram of a side view of the controller 140 along the cross- section A-A.
  • FIG. 38 is a diagram of a top view of the controller 140 showing dimensions of one embodiment.
  • Figure 39 is a diagram of a front view of the controller 140 showing dimensions of one embodiment.
  • Figure 40 is a diagram of a left-side view of the controller 140 showing dimensions of one embodiment.
  • Figure 41 is a diagram of a right-side view of the controller 140 showing dimensions of one embodiment.
  • Figure 42 is a diagram of a perspective view of another embodiment of a controller 160 without an action figure attached. Controller 160 includes an actuator 161 and a rotating surface 162.
  • An action figure base attaches to the rotating surface 162.
  • Control of the actuator 161 causes an action figure attached to the rotating surface 162 to rotate along with the rotating surface 162 and to transition from the idle mode to the attack mode.
  • the actuator 161 is a joystick actuator.
  • the rotating surface 142 rotates into the attack mode, and when joystick actuator 161 is released, the rotating surface 162 rotates back to the idle mode.
  • the rotating surface 162 rotates counter-clockwise upon push or pull of the joystick actuator 161 and rotates clockwise upon release of the joystick actuator 161.
  • FIG 43 is a diagram of an exploded view of the controller 160 controlled via the joystick actuator 161.
  • Controller 160 comprises the joystick actuator 161, the rotating surface 162, an enclosure 163, a joystick shield 164, a body handle 165, stage gears 166, extension spring 167, slide 168, slide guide pins 169, body chassis 170, axle 171, joystick to slide screw 172, and body screws 173.
  • Figure 44 is a diagram of a front view of the controller 160 controlled via the joystick actuator 161. A cross-section A-A is identified in Figure 44.
  • Figure 45 is a diagram of a side view of the controller 160 along the cross- section A-A.
  • slide 168 is actuated causing slide 168 to rotate surface 162 about the axle 171.
  • Figure 46 is a diagram of a top view of the controller 160 showing dimensions of one embodiment.
  • Figure 47 is a diagram of a front view of the controller 160 showing dimensions of one embodiment.
  • Figure 48 is a diagram of a left-side view of the controller 160 showing dimensions of one embodiment.
  • Figure 49 is a diagram of a right-side view of the controller 160 showing dimensions of one embodiment.
  • Figure 50 is a diagram of another embodiment of a controller 180.
  • Controller 180 includes electrical components involved in controlling an action figure (not shown).
  • the action figure is attached to figure platform 181 and includes any of the various attack and death maneuvers as described herein.
  • the controller 180 includes the figure platform 181, a PCB (printed circuit board) 182, one or more batteries 183, a power switch 184, a joystick 185, and an optional speaker 186.
  • Power switch 184 turns a controller on the PCB 182 on or off.
  • Circuitry on the PCB 182 detects user input on the joystick 185 and causes the figure platform 181 to rotate accordingly.
  • An optional speaker 186 generates various sound effects or pre-recorded audio output of the user recorded using an optional microphone 187.
  • the one or more batteries 183 supply the circuitry of the controller 180.
  • FIG 51 is a diagram of another embodiment of an action figure assembly 190.
  • the action figure assembly 190 includes an action figure 191, a rotating surface 192, a controller 193, an actuator 194, a projectile 195, a latch 196, and a structure 197.
  • the action figure 191 performs a strike maneuver by interacting with a device attachable to the controller 193.
  • the action figure 191 rotates along with rotating surface 192.
  • the action figure 191 strikes the projectile 195 thereby striking an opponent.
  • Structure 197 is attached to the controller 193 and dispenses projectiles 195.
  • FIG. 52 is a diagram of the action figure assembly 190 striking through a projectile 195.
  • Figure 53 is a diagram of the action figure assembly 190 configuring a new projectile 195.
  • Figure 54 is a diagram of another embodiment of an action figure assembly 200.
  • the action figure assembly 200 includes an action figure 201, a rotating surface 202, a controller 203, an actuator 204, gears 206, and a structure 207.
  • the action figure 201 performs a strike maneuver by engaging a mechanism within the action figure.
  • Gears 206 are within the action figure 201 and are engaged by structure 207 when the action figure 201 is rotated.
  • Figure 55 is a diagram of the action figure assembly 200 performing a striking maneuver. In this example, gears 206 translate the rotation of action figure 201 about rotating surface 202 into a downward strike action perpendicular to the rotating surface 202.
  • Figure 56 is a diagram of another embodiment of an action figure assembly 210.
  • the action figure assembly 210 includes two action figures 211 and 212 and a controller 213. An actuator 214 controls action figures 211 and 212 to perform strike maneuvers.
  • Figure 57 is a diagram of another view of the action figure assembly 210.
  • Figure 58 is a diagram of another embodiment of an action figure assembly 220.
  • the action figure assembly 220 includes an action figure 221, a rotating surface 222, a controller 223, an actuator 224, an attack element 225, and a structure 227.
  • the action figure 220 performs a strike maneuver by interacting with a device (227 and 225) attachable to the controller 193.
  • the action figure 221 rotates along with rotating surface 222.
  • the action figure 221 causes the attack element 225 to strike an opponent.
  • Figure 59 is a diagram of the action figure assembly 220 performing a striking maneuver.
  • Figure 60 is a diagram of another embodiment of an action figure 230 that includes electrical components.
  • the action figure assembly includes an action figure having electrical components such as input sensors and output components.
  • the action figure 230 includes a switch or controller 231, a battery 232, an output device 233, and an input sensor 234.
  • block 231 represents both a switch and controller, it is understood that the circuitry within action figure 230 may be more simple or more complicated depending on the electronics to be included within the action figure 230.
  • the battery 232 supplies circuitry within the action figure 230.
  • the battery 232 is a rechargeable battery or a non-rechargeable battery.
  • the output component 233 generates an output signal, such as an audio signal, visual signal, or wireless signal.
  • the output component 233 may be a speaker that generates sound effects, an LED that outputs light, a transmitter that outputs a wireless signal to be detected by another action figure or device, or a mechanical action.
  • the mechanical action might cause a strike maneuver to be engaged, a spring to be activated, a projectile to launch, a latch to be triggered causing death or a change in configuration, or another type of mechanical action.
  • the input sensor 234 detects an input signal from outside of the action figure 230. For example, the input sensor 234 detects contact by another action figure or object that causes the action figure 230 to output sound effects, generate LED light output, or die. In one embodiment, there is only an output component 233 and no input sensor 234.
  • Figure 61 is a flowchart of a method 300.
  • an action figure assembly is provided that has a controller and an action figure.
  • the action figure is attached to a rotating surface of the controller.
  • the action figure has a first body portion, a second body portion, an attack portion, and a trigger portion.
  • the actuator When the actuator is activated, the action figure rotates thereby engaging the attack portion of the action figure.
  • the trigger portion is activated, part of the first body portion travels away from part of the second body portion.
  • Figure 62 is a flowchart of a method 400.
  • a first step (401) an action figure is formed.
  • the action figure has a first body portion, a second body portion, an attack portion, and a trigger portion. Activating the trigger portion causes part of the first body portion to separate from part of the second body portion.
  • a controller is formed.
  • the controller has an enclosure, a platform, and an actuator.
  • the action figure is attached to the platform of the controller thereby forming an action figure assembly. When the actuator is activated, the action figure performs an attack maneuver.
  • the action figure assembly is packaged thereby forming a packaged action figure assembly.

Landscapes

  • Toys (AREA)
  • Pinball Game Machines (AREA)
  • Micromachines (AREA)

Abstract

Un ensemble figurine de jeu comprend un dispositif de commande et une figurine. Le dispositif de commande présente un actionneur et une surface rotative. La figurine est fixée à une surface rotative et tourne sur cette dernière lorsque l'actionneur est activé. La figurine effectue un mouvement parmi plusieurs mouvements d'attaque (coup avec arme, coup de poing, coup de pied, recul et gifle, et poing télescopique) et adopte une configuration parmi plusieurs configurations de mort (division de torse, désintégration, séparation en ciseaux, et effondrement vers l'avant ou vers l'arrière). Pendant le jeu, l'ensemble figurine de jeu se bat contre d'autres ensembles figurines de jeu. L'activation de l'actionneur amène la figurine à tourner avec la surface de rotation du dispositif de commande et à frapper un adversaire. L'activation de la portion de déclenchement par un adversaire amène la figurine à passer en mode mort. Dans le mode mort, une partie d'une première portion corps se sépare d'une partie d'une seconde portion corps.
PCT/US2021/041112 2020-07-15 2021-07-09 Ensemble figurine de jeu présentant divers mouvements d'attaque et configurations de mort WO2022015592A1 (fr)

Priority Applications (4)

Application Number Priority Date Filing Date Title
EP21759187.4A EP4182046A1 (fr) 2020-07-15 2021-07-09 Ensemble figurine de jeu présentant divers mouvements d'attaque et configurations de mort
AU2021307380A AU2021307380B2 (en) 2020-07-15 2021-07-09 Action figure gaming assembly with various attack maneuvers and death configurations
CA3185902A CA3185902A1 (fr) 2020-07-15 2021-07-09 Ensemble figurine de jeu presentant divers mouvements d'attaque et configurations de mort
CN202180062378.2A CN116157187A (zh) 2020-07-15 2021-07-09 具有各种攻击操纵和死亡配置的动作人偶游戏组件

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US16/930,314 US11298625B2 (en) 2020-07-15 2020-07-15 Action figure gaming assembly with various attack maneuvers and death configurations
US16/930,314 2020-07-15

Publications (1)

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WO2022015592A1 true WO2022015592A1 (fr) 2022-01-20

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US (1) US11298625B2 (fr)
EP (1) EP4182046A1 (fr)
CN (1) CN116157187A (fr)
AU (1) AU2021307380B2 (fr)
CA (1) CA3185902A1 (fr)
WO (1) WO2022015592A1 (fr)

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108944237B (zh) * 2018-07-03 2020-07-31 惠州市维多利科技有限公司 一种工艺品划水方法
US11413552B1 (en) * 2021-11-01 2022-08-16 Dongguan Chuangmei Industrial Design Co., Ltd. Bamboo tube fighting toy

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US4031657A (en) * 1976-02-05 1977-06-28 Aurora Products Corporation Action figure
US5458523A (en) * 1994-05-25 1995-10-17 Hasbro, Inc. Action character figure assembly
US20020155783A1 (en) * 2001-04-19 2002-10-24 Chan Albert Wai Physically interactive electronic toys
US20050048866A1 (en) * 2003-09-02 2005-03-03 Steven Ellman Toy figure play apparatus
US8764510B1 (en) * 2013-06-03 2014-07-01 Silverlit Limited Fighting toy

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US2760306A (en) * 1955-09-14 1956-08-28 Pelletier Germain Miniature boxing game
US3235259A (en) * 1963-06-14 1966-02-15 Marvin Glass & Associates Toy boxers
US3845956A (en) * 1973-02-21 1974-11-05 A Goldfarb Knock-down boxing figure toys
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US4031657A (en) * 1976-02-05 1977-06-28 Aurora Products Corporation Action figure
US5458523A (en) * 1994-05-25 1995-10-17 Hasbro, Inc. Action character figure assembly
US20020155783A1 (en) * 2001-04-19 2002-10-24 Chan Albert Wai Physically interactive electronic toys
US20050048866A1 (en) * 2003-09-02 2005-03-03 Steven Ellman Toy figure play apparatus
US8764510B1 (en) * 2013-06-03 2014-07-01 Silverlit Limited Fighting toy

Also Published As

Publication number Publication date
CA3185902A1 (fr) 2022-01-20
CN116157187A (zh) 2023-05-23
US11298625B2 (en) 2022-04-12
EP4182046A1 (fr) 2023-05-24
US20220016537A1 (en) 2022-01-20
AU2021307380A1 (en) 2023-02-16
AU2021307380B2 (en) 2024-01-25

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